
// The Fighter's Hammer -----------------------------------------------------

ACTOR FWeapHammer : FighterWeapon
{
	+BLOODSPLATTER
	Weapon.SelectionOrder 900
	+WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
	Weapon.AmmoUse1 3
	Weapon.AmmoGive1 25
	Weapon.KickBack 150
	Weapon.YAdjust -10
	Weapon.AmmoType1 "Mana2"
	Inventory.PickupMessage "$TXT_WEAPON_F3"
	Obituary "$OB_MPFWEAPHAMMERM"
	Tag "$TAG_FWEAPHAMMER"

	action native A_FHammerAttack();
	action native A_FHammerThrow();

	States
	{
	Spawn:
		WFHM A -1
		Stop
	Select:
		FHMR A 1 A_Raise
		Loop
	Deselect:
		FHMR A 1 A_Lower
		Loop
	Ready:
		FHMR A 1 A_WeaponReady
		Loop
	Fire:
		FHMR B 6 Offset (5, 0)
		FHMR C 3 Offset (5, 0) A_FHammerAttack
		FHMR D 3 Offset (5, 0)
		FHMR E 2 Offset (5, 0)
		FHMR E 10 Offset (5, 150) A_FHammerThrow
		FHMR A 1 Offset (0, 60)
		FHMR A 1 Offset (0, 55)
		FHMR A 1 Offset (0, 50)
		FHMR A 1 Offset (0, 45)
		FHMR A 1 Offset (0, 40)
		FHMR A 1 Offset (0, 35)
		FHMR A 1
		Goto Ready
	}
}

// Hammer Missile -----------------------------------------------------------

ACTOR HammerMissile
{
	Speed 25
	Radius 14
	Height 20
	Damage 10
	DamageType "Fire"
	Projectile
	DeathSound "FighterHammerExplode"
	Obituary "$OB_MPFWEAPHAMMERR"

	States
	{
	Spawn:
		FHFX A 2 Bright
		FHFX B 2 Bright A_PlaySound ("FighterHammerContinuous")
		FHFX CDEFGH 2 Bright
		Loop
	Death:
		FHFX I 3 Bright A_SetTranslucent(1,1)
		FHFX J 3 Bright
		FHFX K 3 Bright A_Explode (128, 128, 0)
		FHFX LM 3 Bright
		FHFX N 3
		FHFX OPQR 3 Bright
		Stop
	}
}

// Hammer Puff (also used by fist) ------------------------------------------

ACTOR HammerPuff
{
	+NOBLOCKMAP +NOGRAVITY
	+PUFFONACTORS
	RenderStyle "Translucent"
	Alpha 0.6
	VSpeed 0.8
	SeeSound "FighterHammerHitThing"
	AttackSound "FighterHammerHitWall"
	ActiveSound "FighterHammerMiss"
	States
	{
	Spawn:
		FHFX STUVW 4
		Stop
	}
}
